I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…
Serious Sam handled massive amounts of enemies on 56k modem connections
121–130 of 172 posts
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#122Earlier quoted context omitted.
I love how there's an article about how some legendary game was made, and someone in the comments casually goes "oh yeah, I built that, fun times". It's great.
HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#123Earlier quoted context omitted.
HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!
Link?
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#124Earlier quoted context omitted.
HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!
Link?
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#125I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#126Earlier quoted context omitted.
Why wouldn't they? It's called great sound design. Games of the 90s and early 2000s put a lot of effort in that. See Thief the dark project. Sound design can bring more immersiveness than graphics alone. It's something forgotten in many games of today that keep beating the ray traced graphics horse
I think it was a rhetorical question. I wasn't a big fan of the SS series, but those damn kamikaze still echo in my mind. I've even had nightmares about them...
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#127Serious Sam was always a killer LAN party game. Not necessarily because it was the sexiest title of the day, or what anyone had planned. Serious Sam won the LAN party because even when every other game died under some driver issue, thermal issue, update problem, whatever, you’d load Serious Sam and it would just work. This continued through the later series too, hell of someone’s machine was completely dead in the wa…
Also, the many speaker sound of “aaaaaaaaaaaaah” was delightful
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#128Earlier quoted context omitted.
Link?
If you know a good way of searching through my entire comment history I'm happy to search for it, but it was some years ago, and I post several comments a day, so it may be a tall order to manually page through my history.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#129Earlier quoted context omitted.
Also it's easier to cheat when your local client has all the data.
Not so much easier but enables a different class of cheats in games where players don't have perfect information, even with other schemes there is normally enough information leaked that similar cheats are possible. OTOH using a deterministic simulation prevents a whole class of other cheats.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#130Yet games with 10x the bandwidth struggle to support that many enemies. It only just occurred to me: an increase of technological resources actually has a reversing effect on the efficiency and creativity of computer science. As bandwidth, storage, memory and compute has gotten bigger, there is an inverse response in the software that makes it slower, more bloated, and less capable, per discrete unit of resource. Cal…